Golden eyes flashing, a human
stretches out her hand and unleashes
the dragonfire that burns in her veins.
As an inferno rages around her foes,
leathery wings spread from her back and
she takes to the air.
Long hair whipped bya conjured wind,
a half.elf spreads his arms wide and throws
his head back. Lifting him momentarily off
the ground. a wave of magic surges up in him,
through him, and out from him in a mighty blast
of lightning.
Crouching behind a stalagmite, a halfling points a
finger at a charging troglodyte. A blast of fire springs
from her finger to strike the creature. She ducks back
behind the rock formation with a grin, unaware that her
wild magic has turned her skin bright blue.
Sorcerers carry a magical birthright conferred
upon them by an exotic bloodline, some otherworldly
influence. or exposure to unknown cosmic forces.
One can’t study sorcery as one learns a language, any
more than one can learn to live a legendary life. No one
chooses sorcery; the power chooses the sorcerer.
RAW MAGIe
Magic is a part of every sorcerer. suffusing body, mind,
and spirit with a latent power that waits to be tapped.
Some sorcerers wield magic that springs from an
ancient bloodline infused with the magic of dragons.
Others carry a raw, uncontrolled magic within them,
a chaotic storm that manifests in unexpected ways.
The appearance of sorcerous powers is wildly
unpredictable. Some draconic bloodlines produce
exactly one sorcerer in every generation, but in other
lines of descent every individual is a sorcerer. Most
of the time, the talents of sorcery appear as apparent
flukes. Some sorcerers can’t name the origin of their
power, while others trace it to strange events in their
own lives. The touch of a demon, the blessing of a
dryad at a baby’s birth, or ataste of the water from
a mysterious spring might spark the gift of sorcery.
So toa might the gift of a deity of magic, exposure
to the elemental forces of the [nner Planes or the
maddening chaos of Limbo, or a glimpse into the
inner workings of reality.
Sorcerers have no use for the spellbooks and ancient
tomes of magic lore that wizards rely on. nor do they
rely on a patron to grant their spells as warlocks do.
By learning to harness and channel their own inborn
magic, they can discover new and staggering ways
to unleash that power.
UNEXPLAINED POWERS
Sorcerers are rare in the world, and it’s unusual to find
a sorcerer who is not involved in the adventuring life
in some way. People with magical power seething in
their veins soon discover that the power doesn’t like to
stay quiet. A sorcerer’s magic wants to be wielded. and
it has a tendency to spill out in unpredictable ways if
it isn’t called on.
PART I
n~SSFS
QUICK BUILD
Vou can make a sorcerer quickly by following these
suggestions. First, Charisma should be your highest
ability score, followed by Constitution. Second,
choose the hermit background. Third, choose the
light, prestidigitation, ray of frost, and shocking grasp
cantrips, along with the 1st-levei spells shield and
magic missile.
links you to a powerful individual in the world-the fey
creature that blessed you at birth, the dragon who put
a drop of its blood into your veins, the lich who created
you as an experiment, or the deity who chose you to
carry this power.
Proficiency Sorcery Cantrips Spells -Spell Slots per Spell Level-
Bonus Points Features Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 spellcasting,sorcerous 4 2 2
Origin
2nd +2 2 Font of Magic 4 3 3
3rd +2 3 Metamagic 4 4 4 2
4th +2 4 Abilityscore Improvement 5 5 4 3
5th +3 5 5 6 4 3 2
6th +3 6 sorcerous Origin feature 5 7 4 3 3
7th +3 7 5 8 4 3 3 1
8th +3 8 AbilityScore Improvement 5 9 4 3 3 2
9th +4 9 5 10 4 3 3 3 1
10th +4 10 Metamagic 6 11 4 3 3 3 2
11th +4 11 6 12 4 3 3 3 2 1
12th +4 12 AbilityScore Improvement 6 12 4 3 3 3 2 1
13th +5 13 6 13 4 3 3 3 2 1 1
14th +5 14 sorcerous Origin feature 6 13 4 3 3 3 2 1 1
15th +5 15 6 14 4 3 3 3 2 1 1
16th +5 16 AbilityScore Improvement 6 14 4 3 3 3 2 1 1
17th +6 17 Metamagic 6 15 4 3 3 3 2 1 1
18th +6 18 sorcerous Origin feature 6 15 4 3 3 3 3 1 1
19th +6 19 Abilityscore Improvement 6 15 4 3 3 3 3 2 1
20th +6 20 Sorcerous Restoration 6 15 4 3 3 3 3 2 2
Sorcerers often
have obscure or quixotic
motivations driving them
to adventure. Some seek a greater
understanding of the magical force that infuses
them, or the answer to the mystery of its origino Others
hope to find a way to get rid of it, or to unleash its full
potential. Whatever their goals, sorcerers are every bit
as useful to an adventuring party as wizards, making
up for a compara tive lack of breadth in their magical
knowledge with enormous flexibility in using the
spells they know,
CREATING A SORCERER
The most important question to consider when creating
your sorcerer is the origin of your power. As a starting
character, you’lI choose an origin that ties to a draconic
bloodline or the influence of wild magic, but the exact
source of your power is up to you to decide. Is it a family
curse, passed down to you from distant ancestors? ar
did some extraordinary event leave you blessed with
inherent magic but perhaps scarred as well?
How do you feel about the magical power coursing
through you? Do you embrace it, try to master it, or
revel in its unpredictable nature? Is it a blessing or
a curse? Did you seek it out, or did it find you? Did
you have the option to refuse it, and do you wish you
had? What do you intend to do with it? Perhaps you
feellike you’ve been given this power for some lofty
purpose. ar you might decide that the power gives you
the right to do what you want, to take what you want
from those who lack such power, Perhaps your power
CLASS FEATURES
As a sorcerer, you gain the following c1ass features.
HIT POINTS
Hit Dice: Id6 per sorcerer levei
Hit Points at 1st Levei: 6 + your Constitution modifier
Hit Points at Higher Leveis: Id6 (or 4) + your
Constitution modifier per sorcerer leveI after 1st
PROFICIENCIES
Armar: Nane
Weapons: Daggers, darts, slings, quarterstaffs,
light crossbows
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, Insight,
Intimidation, Persuasion, and Religion
100
PART I I CLASSES
CREATlNC SPELL SLOTS
FONT OF MAGIC
SORCEROUS ORIGIN
Sorcery
PointCost
2
3
5
6
7
SpellSlot
Levei
1st
2nd
3rd
4th
5th
At 2nd levei, you tap into a deep wellspring of magic
within yourself. This wellspring is represented by
sorcery points, which allow you to create a variety of
magical effects.
SORCERY POINTS
Vou have 2 sorcery points, and you gain more as you
reach higher leveis. as shown in the Sorcery Points
column of the Sorcerer table. You can never have
more sorcery points than shown on the table for your
leveI. Vou regain ali spent sorcery points when you
finish a long rest.
FLEXIBLE CASTING
Vou can use your sorcery points to gain additional spell
slots. or sacrifice spell slots to gain additional sorcery
points. Vou learn other ways to use your sorcery points
as you reach higher leveis.
Creating Spel1 S/ots. Vou can transform unexpended
sorcery points into one spell slot as a bonus action on
your turno The Creating Spell Slots table shows the cost
of creating a spell slot of a given leveI. Vou can create
spell slots no higher in leveI than 5th.
Choose a sorcerous origin, which describes the
source of your innate magical power: Draconic
Bloodline or Wild Magic, both detailed at the end of the
c1ass description.
Your choice grants you features when you choose it at
1st leveI and again at 6th, 14th, and 18th leveI.
SPELLCASTING Focus
Vou can use an arcane focus (found in chapter 5) as a
spellcasting focus for your sorcerer spells.
An event in your past, or in the life of a parent or
ancestor, left an indelible mark on you, infusing you with
arcane magic. This font of magic, whatever its origin,
fuels your spells. See chapter 10 for the general rules of
spellcasting and chapter 11 for the sorcerer spelllist.
SPELLCASTING
CANTRIPS
At 1st leveI, you know four cantrips of your choice from
the sorcerer spelllist. Vou learn additional sorcerer
cantrips of your choice at higher leveis, as shown in the
Cantrips Known column of the Sorcerer table.
SPELL SLOTS
The Sorcerer table shows how many spell slots you
have to cast your spells of 1st levei and higher. To cast
one of these sorcerer spells, you must expend a slot of
the spell’s levei or higher. Vou regain ali expended spell
slots when you finish a long rest.
For example, if you know the 1st-levei spell burning
hands and have a 1st-levei and a 2nd-levei spell slot
available, you can cast burning hands using either slot.
SPELLS KNOWN OF 1ST LEVEL AND HWHER
Vou know two 1st-levei spells of your choice from the
sorcerer spelllist.
The Spells Known column of the Sorcerer table
shows when you learn more sorcerer spells of your
choice. Each of these spells must be of a levei for which
you have spell slots. For instance, when you reach 3rd
levei in this c1ass, you can learn one new spell of 1st
or 2nd leveI.
Additionally, when you gain a levei in this c1ass,
you can choose one of the sorcerer spells you know
and replace it with another spell from the sorcerer
spelllist, which also must be of a levei for which you
have spell slots.
EQUIPMENT
Vou start with the following equipment, in addition to
the equipment granted by your background:
(a) a light crossbow and 20 bolts or (b) any simple
weapon
(a) a component pouch or (b) an arcane focus
(a) a dungeoneer’s pack or (b) an explorer’s pack
Two daggers
SPELLCASTING ABILITY
Charisma is your spellcasting ability for your sorcerer
spells, since the power of your magic relies on your
ability to project your will into the world. Vou use your
Charisma whenever a spell refers to your spellcasting
ability. In addition. you use your Charisma modifier
when setting the saving throw DC for a sorcerer spell
you cast and when making an attack roll with one.
Spell save DC~ 8 + your proficiencybonus +
your Charisma modifier
Spellattack modifier~ your proficiencybonus +
your Charisma modifier
Converting a Spel1 S/ot to Sorcery Points. As a
bonus action on your turn, you can expend one spell
slot and gain a number of sorcery points equal to the
slot’s leveI.
METAMAGIC
At 3rd levei, you gain the ability to twist your spells
to suit your needs. Vou gain two of the following
Metamagic options of your choice. Vou gain another one
at 10th and 17th leveI.
Vou can use only one Metamagic option on a spell
when you cast it, unless otherwise noted.
PART I (I ‘SSES
101
102
CAREFUL SPELL
When you cast a spell that forces other creatures to make
a saving throw, you can protect some of those creatures
from the spell’s full force. To do 50, you spend 1 sorcery
point and choose a number of those creatures up to your
Charisma modifier (minimum of one creature). A chosen
creature automatically succeeds on its saving throw
against the spell.
DISTANT SPELL
When you cast a spell that has a range of 5 feet ar
greater, you can spend 1 sorcery point to double the
range of the spell.
When you cast a spell that has a range of touch, you
can spend 1 sorcery point to make the range of the
spell 30 feel.
EMPOWERED SPELL
When you roll damage for a spell, you can spend 1
sorcery point to reroll a number of the damage dice up
to your Charisma modifier (minimum of one). Vou must
use the new rolls.
Vou can use Empowered Spell even if you have
already used a different Metamagic option during the
casting of the spell.
EXTENDED SPELL
When you cast a spell lhat has a duration of 1 minute
ar longer. you can spend 1 sorcery point to double its
duration, to a maximum duration of 24 hours.
HEIGHTENED SPELL
When you cast a spell lhat forces a creature to make a
saving throw to resist its effects, you can spend 3sorcery
points to give one target of the spell disadvantage on its
first saving throw made against the spell.
QUICKENED SPELL
When you cast a spell that has a casting time of 1 action,
you can spend 2 sorcery points to change the casting
time to 1 bonus action for this casting.
SUBTLE SPELL
When you cast a spell, you can spend 1 sorcery point to
cast it without any somatic ar verbal components.
TWINNED SPELL
When you cast a spell that targets only one creature and
doesn’t have a range of self, you can spend a number of
sorcery points equal to the spell’s levei to target a second
creature in range with the same spell (I sorcery point if
the spell is a cantrip).
ABILITY SCORE IMPROVEMENT
When you reach 4th levei, and again at 8th, 12th, 16th,
and 19th levei, you can increase one ability score of your
choice by 2, ar you can increase two ability scores of
your choice by I. As normal, you can’t increase an ability
score above 20 using this feature.
PART I I CLASSES
SORCEROUS RESTORATION
At 20th levei, you regain 4 expended sorcery points
whenever you finish a short resl.
SORCEROUS ORIGINS
Different sorcerers c1aim different origins for their
innate magic. Although many variations exist, most
of these origins fali into two categories: a draconic
bloodline and wild magic.
DRACONIC BLOODLINE
Vour innate magic comes from draconic magic that was
mingled with your blood ar that of your ancestors. Most
often, sorcerers with this origin trace their descent
back to a mighty sorcerer of ancient times who made a
bargain with a dragon ar who might even have c1aimed
a dragon parenl. Some of these bloodlines are well
established in the world, but most are obscure. Any
given sorcerer could be the first of a new bloodline, as a
result of a pact ar some other exceptional circumstance.
DRAGON ANCESTOR
At 1st levei, you choose one type of dragon as your
ancestor. The damage type associated with each dragon
is used by features you gain later.
DRACONIC ANCESTRY
Dragon DamageType
Black Acid
Blue Lightning
Brass Fire
Bronze Lightning
Copper Acid
Gold Fire
Green Poison
Red Fire
Silver Cold
White Cold
Vou can speak, read, and write Draconic. Additionally,
whenever you make a Charisma check when interacting
with dragons, your proficiency bonus is doubled if it
applies to the check.
DRACONIC RESILIENCE
As magic f10ws through your body, it causes physical
traits of your dragon ancestors to emerge. At 1st levei,
your hit point maximum increases by 1 and increases by
1 again whenever you gain a levei in this c1ass.
Additionally, parts of your skin are covered by a thin
sheen of dragon-Iike scales. When you aren’t wearing
armar, your AC equals 13 + your Dexterity modifier.
ELEM ENTAL AFFIN ITY
Starting at 6th levei, when you cast a spell thal deals
damage of the type associated with your draconic
ancestry, add your Charisma modifier to that damage.
At the same time, you can spend 1 sorcery point to gain
resistance to that damage type for 1 hour.
DRAGON WINGS
At 14th levei, you gain the ability to sprout a pair of
dragon wings from your back, gaining a flying speed
equal to your current speed. You can create these wings
as a bonus action on your turno They last until you
dismiss them as a bonus action on your turno
You can’t manifest your wings while wearing armor
unless the armor is made to accommodate them, and
clothing not made to accommodate your wings might
be destroyed when you manifest them.
DRACONIC PRESENCE
Beginning at 18th leveI, you can channel the dread
presence of your dragon ancestor, causing those around
you to become awestruck or frightened. As an action,
you can spend 5 sorcery points to draw on this power
and exude an aura of awe or fear (your choice) to a
distance of 60 feel. For I minute or until you lose your
concentration (as if you were casting a concentration
spell), each hostile creature that starts its turn in this
aura must succeed on a Wisdom saving throw or be
charmed (if you chose awe) or frightened (if you chose
fear) until the aura ends. A creature that succeeds on
this saving throw is immune to your aura for 24 hours.
WILD MAGIC
Your innate magic comes from the wild forces of chaos
that underlie the order of creation. You might have
endured exposure to some form of raw magic, perhaps
through a planar portalleading to Limbo, the Elemental
Planes, or lhe mysterious Far Realm. Perhaps you
were blessed by a powerful fey creature or marked bya
demon. Or your magic could be a fluke of your birth, with
no apparent cause or reason. However it carne to be, this
chaotic magic churns within you, waiting for any outlel.
WILD MAGIC SURGE
Starting when you choose this origin at 1st levei, your
spellcasting can unleash surges of untamed magic.
lmmediately after you cast a sorcerer spell of 1st levei
or higher, the DM can have you roll a d20. If you roll a
I, roll on the Wild Magic Surge table to create a random
magical effect.
TIDES OF CHAOS
Starting at 1st levei, you can manipulate the forces of
chance and chaos to gain advantage on one attack roll,
ability check, or saving throw. Once you do sO. you must
6nish a long rest before you can use this feature again.
Any time before you regain the use of lhis feature, the
DM can have you roll on the Wild Magic Surge table
immediately after you cast a sorcerer spell of I st levei or
higher. You then regain the use of this feature.
BEND LUCK
Starting at 6th levei, you have the ability to twist fate
using your wild magic. When another creature you can
see makes an attack roll, an ability check, or a saving
throw, you can use your reaction and spend 2 sorcery
points to roll Id4 and apply the number rolled as a
bonus or penalty (your choice) to the creature’s roll. You
can do so after the creature rolls but before any effects
of the roll occur.
CONTROLLED CHAOS
At 14th levei, you gain a modicum of control over the
surges of your wild magic. Whenever you roll on the
Wild Magic Surge table, you can roll twice and use
either number.
SPELL BOMBARDMENT
Beginning at 18th leveI, the harmful energy of your
spells intensifies. When you roll damage for a spell and
roll the highest number possible on any of lhe dice,
choose one of those dice, roll it again and add that roll to
the damage. You can use the feature only once per turno
Effect
You cast levitate on yourself.
A unicorn controlled by the DM appears in a space
within 5 feet of you, then disappears 1 minute later.
You can’t speak for the next minute. Whenever you
try, pink bubbles float out of your mouth.
A spectral shield hovers near you for the next minute,
granting you a +2 bonus to AC and immunity to magic
missile.
You are immune to being intoxicated by alcohol for
the next 5d6 days.
Your hair falls out but grows back within 24 hours.
For the next minute, any flammable object you touch
that isn’t being worn or carried by another creature
bursts into flame.
You regain your lowest.level expended spell 5101.
For the next minute, you must shout when you speak.
You castfog c10ud centered on yourself.
Up to three creatures you choose within 30 feet of you
take 4d10 lightning damage.
You are frightened by the nearest creature until the
end ofyour next turno
Each creature within 30 feet of you becomes invisible
for the next minute. lhe invisibility ends on a creature
when it atlacks or casts a spell.
You gain resistance to ali damage for the next minute.
A random creature within 60 feet of you becomes
poisoned for 1d4 hours.
You glow with bright light in a 30.foot radius for the
next minute. Any creature that ends its turn within 5
feet ofyou is blinded until the end ofits next turno
You cast po/ymorph on yourself. If you fail the saving
throw, you turn into a sheep for the spell’s duration.
IlIusory butlerflies and flower petals flutter in the air
within 10 feet of you for the next minute.
You can take one additional action immediately.
Each creature within 30 feet ofyou takes 1d10 necrotic
damage. You regain hit points equal to the sum of the
necrotic damage dealt.
Vou cast mirror image.
You castf1y on a random creature within 60 feet ofyou.
You become invisible for the next minute. During that
time, other creatures can’t hear you. lhe invisibility
ends if you atlack or cast a spell.
If you die within the next minute, you immediately
come back to life as if by the reincarnate spell.
Your size increases by one size category for the next
minute.
You and ali creatures within 30 feet of you gain
vulnerability to piercing damage for the next minute.
You are surrounded by faint, ethereal music for the
next minute.
You regain ali expended sorcery points.
71-72
73-74
51-52
77-78
75-76
55-56
57-58
53-54
97-98
dl00
45-46
47-48
67-68
49-50
91-92
79-80
69-70
59-60
61-62
63-64
65-66
93-94
95-96
85-86
87-88
89-90
81-82
83-84
99-00
27-28
37-38
17-18
31-32
29-30
33-34
13-14
15-16
23-24
25-26
07-08
09-10
11-12
35-36
19-20
21-22
05-06
39-40
41-42
03-04
43-44
~dv:::;::========================r~,
WILD MAGIC SURGE
dl00 Effect
01-02 RolI on this table at the start of each ofyour turns for
the next minute, ignoring this result on subsequent
rolls.
For the next minute, you can see any invisible creature
if you have line of sight to it.
A modron chosen and controlled by the DM appears
in an unoccupied space within 5 feet of you, then
disappears 1 minute later.
You castJireball as a 3rd.level spell centered on
yourself.
You cast magic missile as a 5th.level spell.
RolI a d10. Your height changes by a number ofinches
equal to the roll. If the roll is odd, you shrink. If the
roll is even, you grow.
You cast confusion centered on yourself.
For the next minute, you regain 5 hit points at the
start of each of your turns.
You grow a long beard made of feathers that remains
until you sneeze, at which point the feathers explode
out from your face.
You cast grease centered on yourself.
Creatures have disadvantage on saving throws against
the next spell you cast in the next minute that involves
a saving throw.
Your skin turns a vibrant shade ofblue. A remove curse
spell can end this effect.
An eye appears on your forehead for the next minute.
During that time, you have advantage on Wisdom
(Perception) checks that rely on sight.
For the next minute, ali your spells with a casting time
of 1 action have a casting time of 1 bonus action.
You teleport up to 60 feet to an unoccupied space of
your choice that you can see.
You are transported to the Astral Plane until the
end of your next turn, after which time you return
to the space you previously occupied or the nearest
unoccupied space if that space is occupied.
Maximize the damage ofthe next damaging spell you
cast within the next minute.
RolI a d10. Your age changes by a number ofyears
equal to the roll. If the roll is odd, you get younger
(minimum 1 year old). Ifthe roll is even, you get older.
1d6 flumphs controlled by the DM appear in
unoccupied spaces within 60 feet of you and are
frightened of you. lhey vanish after 1 minute.
You regain 2d10 hit points.
You turn into a potled plant until the start of your
next turno While a plant, you are incapacitated and
have vulnerability to ali damage. If you drop to O hit
points, your pot breaks, and your form reverts.
For the next minute, you can teleport up to 20 feet as
a bonus action on each cf your turns.
104